Ant Nation features a fantastic premise, but fails to deliver on mission variety. Doing a scaled-back RTS is fine, and sorely needed on this platform. Kiddie Platformers, Kart Racing, and other less complicated variations on big kids' games have driven handheld platforms to great heights and built a devoted following of young gamers. Our youngest gamers are kind of a renewable resource, a demographic group that constantly cast about for the games and systems most sensitive to their needs. Strategy games are more in the comfort zone of mature readers and thinkers, embodied in games like
Civilization. Where
Ant Nation gets it right is in offering kids a chance to build an ant colony using available resources, and providing the tools to gather those resources. Strife and obstacles are present to keep things interesting, and there's even a multiplayer option to test your wits against a friend's ant colony.
What's missing is the constant feeling of novelty that one gets in the first hour. Mission types boil down to gathering items or fighting enemies, each using exactly one of two types of ant in your colony. The option exists to train ants to use special elemental attacks, which is an odd addition to an otherwise realistic game. Okay, considering the premise of Ant Nation is that the colony was engineered by a scientist to defend against invading alien insects, it may not be so odd... The rock-paper-scissors aspect of elemental battle isn't new to kids, and they'll figure out quickly that they don't need to worry about elements to win battles. You'll wait too long before advancing to new levels, and once you build a full colony, it feels like you're in maintenance mode. Very young players may be satisfied with this for a while, but it doesn't bode well for a long shelf life. Multiplayer focuses entirely on battling, as opposed to co-op exploration or mission completion. Lack of online access means no trading or accessing additional content that also might have extended the life of the game.